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Steam API improvements (Certificate verification) #4059
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I am not sure what problem which this PR solves is exist at all. |
Maybe a command line flag to disable the check would be better. Normally you can not edit the DLLs of the application without admin rights (since Windows Vista), but because using the Steam API requires you to download and place a DLL, we can protect users against malicious DLLs from shady sources. Just google "steam_api.dll" and you will see a lot of download links. Who knows if all of those are safe. |
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Okay. I am a bit concerned about bloating dependencies but ok |
It's the Windows API so I think that's not too much of a problem. Binary file size change is also minimal: |
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Should I add a command line option to not verify the certificate? |
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Yes. Better to add it. I think you don't have to support it in your Qt Launcher. (I hope you have place for "other options" there) |
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I added the |
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Like @SimLV I don't see the point of checking whether the DLL is real or not. No game I know of does that.
Depends on where and how the application is installed. Regardless, for compatibility reasons Windows will always load any DLL with the same name from the game folder first.
All the games I know either ship with with a copy of this DLL and/or load the system one.
The same holds true for all other existing and non-existing DLLs. If this is the only reason for performing the validation, I'd just provide the DLL along with KFX. I did have concerns as far as certificate expiration goes (I hate time bombs) but as long as |
We can not ship the official DLL ourselves because we are not an official mod on Steam. So people have to add their own one. I thought it would be good to protect users who do this.
Are you sure it's ignored? I think it's just handled by Windows and its root certificate store. |
This will:
steam_api.dllcertificate using the Windows API (protect against malware)